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<blockquote data-quote="Shiroiken" data-source="post: 8694493" data-attributes="member: 6775477"><p>A certain level of railroading is normal, as is a certain level of illusionism. The amount varies for people, but IME most players are <strong>not</strong> fans of consistent illusionism. </p><p></p><p>When I devise a campaign, the overall idea is pretty much set, so there's some railroading that will keep the players moving towards this goal. A lot of adventure hooks are set up this way too, especially published adventures and APs. Most players understand this, and will accept obvious railroading, so long as it makes a level of sense. For example, most of Descent into Avernus is a railroad once you get into Avernus, but because the rails lead you down the most logical choices, most players aren't going to object. The decision to <em>go</em> to Avernus is a major railroad that many PCs likely aren't going to accept, however, so it comes off as rather forced. </p><p></p><p>Illusionism can be a useful tool, but one that should only be used sparingly at best, because one the illusion is revealed, the players will doubt any future action as being relevant. IME it's best when the DM wants to narrate a specific scenario without having to make a crapload of extra stuff that probably won't come up anyway. The "choose a door" that's always correct is nonsense, since you're putting them in the situation to deliberately take away their agency anyway. If you want to have a linear dungeon, you just make a linear dungeon, rather than presenting it as somehow a choice.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 8694493, member: 6775477"] A certain level of railroading is normal, as is a certain level of illusionism. The amount varies for people, but IME most players are [B]not[/B] fans of consistent illusionism. When I devise a campaign, the overall idea is pretty much set, so there's some railroading that will keep the players moving towards this goal. A lot of adventure hooks are set up this way too, especially published adventures and APs. Most players understand this, and will accept obvious railroading, so long as it makes a level of sense. For example, most of Descent into Avernus is a railroad once you get into Avernus, but because the rails lead you down the most logical choices, most players aren't going to object. The decision to [I]go[/I] to Avernus is a major railroad that many PCs likely aren't going to accept, however, so it comes off as rather forced. Illusionism can be a useful tool, but one that should only be used sparingly at best, because one the illusion is revealed, the players will doubt any future action as being relevant. IME it's best when the DM wants to narrate a specific scenario without having to make a crapload of extra stuff that probably won't come up anyway. The "choose a door" that's always correct is nonsense, since you're putting them in the situation to deliberately take away their agency anyway. If you want to have a linear dungeon, you just make a linear dungeon, rather than presenting it as somehow a choice. [/QUOTE]
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